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small stuff
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c1367ebdca
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@ -223,7 +223,6 @@ CColStore::EnsureCollisionIsInMemory(const CVector2D &pos)
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}
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}
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//--MIAMI: done
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bool
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CColStore::HasCollisionLoaded(const CVector2D &pos)
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{
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@ -6,6 +6,8 @@
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#include "Collision.h"
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#include "SurfaceTable.h"
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//--MIAMI: file done
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float CSurfaceTable::ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
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void
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@ -148,3 +150,9 @@ CSurfaceTable::GetAdhesiveLimit(CColPoint &colpoint)
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{
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return ms_aAdhesiveLimitTable[GetAdhesionGroup(colpoint.surfaceB)][GetAdhesionGroup(colpoint.surfaceA)];
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}
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bool
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CSurfaceTable::IsSoftLanding(uint8 surf)
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{
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return surf == SURFACE_GRASS || surf == SURFACE_SAND || surf == SURFACE_SAND_BEACH;
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}
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@ -96,4 +96,5 @@ public:
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static int GetAdhesionGroup(uint8 surfaceType);
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static float GetWetMultiplier(uint8 surfaceType);
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static float GetAdhesiveLimit(CColPoint &colpoint);
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static bool IsSoftLanding(uint8 surf);
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};
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@ -33,7 +33,7 @@
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#include "WindModifiers.h"
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#include "Occlusion.h"
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//--MIAMI: file almost done (see TODO)
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//--MIAMI: file done
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int gBuildings;
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@ -715,7 +715,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
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}
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void
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CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
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CShadows::StoreCarLightShadow(CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
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float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fMaxViewAngle)
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{
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@ -159,7 +159,7 @@ public:
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static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
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static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
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static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
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static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
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static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
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static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
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static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
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static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
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@ -1448,16 +1448,13 @@ CBike::PreRender(void)
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fwd.Normalise();
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float f = headLightPos.y + 6.0f;
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pos += CVector(f*fwd.x, f*fwd.y, 2.0f);
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// TODO(MIAMI):
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// CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
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// 7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
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CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
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7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
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f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
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pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
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// TODO(MIAMI):
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// CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
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// 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
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CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
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3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
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}
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if(this == FindPlayerVehicle() && !alarmOff){
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